tigerusthegreat wrote:To be honest, I would like to see it a little more complicated. I like the way warhammer fantasy and 40k are done where certain units are restricted because they are special or rare, and you have to have a lot more common units just to fill out the core of your army.
But recommendations as it is:
Rename Fleetcore to something else...Taskforce is a nice, as is something like Battlegroup. Look up some navy terminology as Fleetcore is a little weird.
Rearguard similarly might need reworked. It implies that it is defending the rear of the fleet. Units in space can theoretically be attacked from any direction, so such a force is fairly useless. I would rename it Vanguard, which technically is the forward elements of a fleet, more attacking in nature, and would make more sense in a battle between two fleet on an equal footing (the forward elements fighting it out before the big guns arrive).
Weapons IMHO needs a rework. Ballistics are going to be a guessing game unless they are high speed, and no intelligent opponent would stay in the square you are targetting with a multiple-turn ballistic. Lasers are instant hit, but poor outside of 1 hex combats (where ballistics would serve just as well). Missiles seem expensive to make effective.
What do you recommend?
My recommendation overall is to not allow a free form world with this stuff. It becomes a huge pain in the butt for balance as everyone exploits the rules to the best of their ability. The fun part of war games is using pre-designed elements to make the best force possible. I'd recommend making up a few "races" that have different specialites (i.e. one uses lasers, one uses missiles, one uses ballistics primarily) and play to their strengths (lasers have fast, small ships, missiles have big cruisers that can mount a crap ton of them, ballistics in the middle as a jack of all trades fleet). Give them options to upgrade stuff (3 points to make this a Megalaser that deals 2d6 instead of 1d6 damage). I'd also go with the core/special/rare rules that warhammer has (since you're using a point based system anyway). Rare and special are more expensive, better units, but have restrictions (you can only have one Beam Dreadnaught in your fleet and it has to be your Capital Ship, or whatever). I'd also have players designate a command ship, and make the command ship important to keep. Either have it give bonuses (best option as it means it will be in the fight) or a big penalty for loosing it (to damage rolls or morale if you decide to have morale).
Makes sense. But this is a skeleton. It's my basis to compare different ships.
I'd also add in morale or something like it. What about boarding another ship? Are you going to make us follow zero-g physics for movement or just move wherever we want at our speed?
You can move wherever you want. For morale and boarding....... they'll come later
I know it seems anal, but the things you don't think of come back to bite you in designing this stuff.
Looking at the ship sizes, I don't think there's a reason not to build either very tiny or super huge ships, with the preference for swarms of tiny ships. You get a 2.5 integrity+point quota per hull cost per ship, which is a better return on investment than any other ship type. Sure they are paper thin, but with enough of them, the enemy's guns can't deal with them. Make a small ship that is say 6 armor, a 2d6 laser (4 points), and 10 speed, and you have a hard to damage (without upgraded weaponry) 30-point vessel that is fairly quick.
Consequently, you could make a huge ship that has a speed of 501, albeit with no weapons. How large of a battle map are you planning? And does it make sense for a larger sized vessel to use so little of its resources to get a great speed when a small vessel couldn't attain it?
What if I lower the prices? And how much would be needed?
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